[MUD-Dev] Cognitively Interesting Combat
Mike Rozak
Mike at mxac.com.au
Wed Sep 8 09:08:55 CEST 2004
Cruise posted:
> I'm fully preapred to have this ripped apart, so suggestions,
> criticisms, etc. welcome. And of course, this is by no means the
> only way of doing this - but having something concrete to examine
> is always helpful :P
The system doesn't feel like a player can fight with a strategy and
(player) skill... it feels more like rock, scissors, paper. Some
random half-baked thoughts:
- Provide various "states" that limit the moves a player can
make. For example: If player A defends high, he can defend middle
next time, but not low. Players can use these to create feints.
- Hit locations. Partly so that a strategy can be played, since
knocking out an enemy's legs vs. knocking off his head is a
strategy.
- Don't use hit points. Be more creative. Different types of
damage introduce different strategies.
- Use fatigue, and make it realistic. Swing a longsword full force
10 times in a row and see how tired you get. Try dodging an attack
while wearing armor... Fatigue also allows for strategy.
- A graphics UI instead of text. The extra mental effort of
thinking "defend left" to "press key 5" is is too much. Plus,
graphics can more easily show the defender's stance.
- Don't have blow-for-blow. If someone wants to keep attacking
every 1/2 second then reduce their accuracy, damage, parry
ability, and fatigue them.
- Different weapons have significantly different attack/defense
properties/abilities. These abilities affect the strategy a player
will need to chose.
- Different armors protect differently against different
weapons. Chainmail, for example, converts slashing energy into
blunt blows (which are reduced by the padding
underneath). Chainmail does only semi-decently against impailing
blows from swords, and very poorly against pointy impaling blows
from arrows. Again, these choices add to strategy. Chainmail is
useless against clubs.
- Left vs. right handed - It's very important in fencing.
- What if it's two attackers against one? In real life (as opposed
to the movies and games) that one person is at a huge
disadvantage.
Of course, these are only ideas. It's your game design.
Mike Rozak
http://www.mxac.com.au
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